#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
uniform vec3 inputcolor;
uniform mat4 projViewMat;
//out vec4 refcolor;
out float zvalue;
out vec2 TexCoord;

void main(){
    gl_Position = projViewMat * vec4(aPos.x, aPos.y, aPos.z, 1.0f);
    zvalue = gl_Position.z;
    TexCoord = aTexCoord;
//    refcolor = vec4(inputcolor,1.0f);
}
